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Old 08/27/12, 8:06 AM   #1
• Therya
Fudge Muffin Addict
 
Therya's Avatar
 
Draenei Shaman
 
Turalyon (EU)
[Resto] It's Raining Heals 5.3


 

Contents

[top] Introduction


This thread will serve as a combined resource for Restoration Shamans in the Mists of Pandaria expansion. Any contribution towards keeping this thread as accurate as possible by means of intelligent conversation between members is encouraged and will be greatly appreciated. Before posting please read the forums rules and for any questions or input that doesn't help maintain and raise this guide's quality please use the Simple Questions/Answers thread in the stickies instead. Alternatively for any inquiry and specifically for any typos or errors you may find in this guide you can pm me here at Elitist Jerks or send me an email at Therya.


[top] Abbreviations


For any abbreviations in this thread please refer to the following table.
ShortMeaning
HW Healing Wave
GHW Greater Healing Wave
HS Healing Surge
RT Riptide
HR Healing Rain
CH Chain Heal
EL, ELW Earth Living, Earth Living Weapon
ES Earth Shield
UE Unleash Elements, for us almost always Unleash Life
UF Unleashed Fury
HST Healing Stream Totem
HTT Healing Tide Totem
SLT Spirit Link Totem
MTT Mana Tide Totem
SBT Stone Bulwark Totem
NS Nature's Swiftness
SWG Spiritwalker's Grace
GW Ghost Wolf
NG Nature's Guardian
AS Ancestral Swiftness
AA Ancestral Awakening
AV Ancestral Vigor
TC Telluric Currents
CotE Call of the Elements
EotE Echo of the Elements
PE Primal Elementalist
EB Elemental Blast
EM Elemental Mastery
AG Ancestral Guidance
MV Mogu'shan Vaults
HoF Heart of Fear
ToES Terrace of Endless Spring

[top] Spells and Abilities


In this segment, you'll find short descriptions of the main spells and abilities used by Resto shamans. Many old talents have become specialization spells, or turned into passives, or even baked into spells while some have gone the way of the dodo.
Totems no longer provide long term buffs, they are now almost purely situational, while raid buffs have become constant passives.

[top] Spell Coefficients

SpellMana Cost Coefficient
Healing Surge
20580
 
113.5%SP
Healing Wave
5940
 
75.6%SP
Greater Healing Wave
16140
 
137.7%SP
Chain Heal (initial heal)
13500
 
57.3%SP
Earth Shield (per charge)
11400
 
18.5%SP
Riptide (direct heal)
9600
 
33.9%SP
Riptide (HoT per tick)
-
 
16%SP
.
Earthliving Weapon (HoT per tick)
-
 
8.3%SP
Healing Stream Totem (per tick)
14100
 
44.5% SP
Healing Tide Totem (per tick)
4800
 
48.4% SP
Healing Rain (per tick)
25860
 
19.7% SP
Unleashed Life
4920
 
28.6% SP

[top] Spell Descriptions


[top] Single Target Spells


Healing Wave : This is our slow burn spell and should be cast if being conservative with mana is called for. Its HPS is weak, but its HPM is one of the strongest ones ( save for our HST, HTT and Healing rain when it covers more than 4 targets) since it returns a whopping 148% of its mana cost through resurgence if it crits. The Glyph of Healing Wave described in the glyph section will increase wave's potency, and take some pressure off healing yourself by duplicating 20% of the healing done and layering it on yourself. This can be especially useful in heroic 5 mans, and in some raid settings. As your mana regen increases, you'll gradually use Healing Wave less and less, swapping in surge and greater healing wave, as the situation warrants.

Greater Healing Wave: Healing wave's bigger cousin, It packs quite a punch, especially if your target is low enough to get a good benefit off our mastery. While its huge cast time is initially quite daunting, the way it benefits from tidal waves, makes this spell quite versatile. This comes at a cost since it is three times as expensive as wave, and can drain your mana quickly if you cast it too much. Its HPS is inferior to Healing Surge, but its HPM is superior even when factoring in tidal waves\resurgence effects on Healing Surge.

Healing Surge : This is our expensive quick heal. Use this when tidal waves are up, and you need to push heavy direct healing. With tidal waves up, this spell gains an additional 30% chance to crit, giving us a higher mean chance to save mana through resurgence and get boosted throughput. With tidal waves buffing both Greater Healing Wave and Healing Surge, Surge is stronger and more costly and with tidal waves buffing neither, surge retains HPS superiority. The mana cost of this spell, and the speed in which you can throw it around, means you can drain yourself quickly. By far our best tool if mana is not an issue.

Riptide: Riptide is an important spell in our toolset, not only for its passive effects, but also because it is our only instant spell and our only player targetable HoT. This spell synergizes with chain heal, procs tidal waves, and gives you a slow massage healing effect that is very useful in constant damage situations. Since it is quite a slow ticking, long duration hot, getting maximum healing and minimum overhealing can be quite tricky. Unglyphed, this spell comes with a 6 second cooldown, which should be cast whenever up to maximize tidal waves and address low intensity damage. When glyphed, this spell becomes a powerful tool for raid spread healing and increased mobility since it loses its cooldown.The trade off is losing 90% of the initial heal effect plus possibly losing mana efficiency due to overwriting tidal waves, and overhealing. Proper use of this spell is an important aspect in shaman healing.

[top] AoE Spells


Chain Heal: Chain heal is a smart AoE heal that jumps to any character up to four times, as long as they are 12 yards or less apart and at less than 100% health. Chain Heal can serve as a filler spell for AoE damage after casting healing rain. It prioritizes targets by absolute health values, not percentages, making mastery a good stat for optimization of this spell. As of 5.01 note that targeting a player with the Riptide hot active, will effectively buff all resulting jumps of chain heal by 25%. While getting all four jumps is advisable, the fourth jump's heal value is so diminished that its fairly negligible HPS. It is a good general rule to only cast this spell if you stand a fair chance at getting the third jump out of it, since its weaker than direct heals if it jumps less. Along with riptide it will proc tidal waves on cast. The Glyph of Chaining will increase the jump distance by 100% for 4sec CD trade-off and will be discussed further in the glyph section.

Healing Rain: This is our strongest AoE healing spell, and the strongest HPS spell we have, not counting talent dependant spells and cooldowns. It is a ground targetable AoE hot effect with a 10 second cooldown that heals everyone standing in it, but has a quite high cost, and takes skill and a fairly dense clump of players to be effective. As such, it is by far easier to get the max effect of this spell in a 25 man raid, but it is definitively useful in a 10 man raid, kept either on the melee\tank pile, or on any predetermined stack points to heal through AoE damage. The spell has an effective target cap of 6 people, meaning that it will tick for max potential if 6 or less players are standing in the rain. Add players, and the ticks potency will adjust accordingly. The shaman 75 talent Conductivity is discussed in the talent portion.

[top] Abilities


Unleash Elements: For Resto, you'll be using the Earthliving Weapon enchant. When cast Unleash Life on a target, you'll directly heal them for a small amount and gain a buff that increases the healing done by your next spell by 30%. Usually the wasted global cooldown is not worth the trouble later in patches but it serves as a very good mana conservation method at the beginning of the expansion when mana is an issue. It has a niche while moving or when anticipating massive single target damage. Unleash will buff both Healing Rain and Chain Heal by 30% even as stated otherwise in the tooltip.
The 90 talent, Unleashed Fury, buffs unleash life with an additional 50% effect. However contrary to the original unleash, the 50% buff will attach to the target not the shaman, so the only way to benefit, is to hit that target with a direct spell. An Unleashed Fury buffed Riptide on the tank can be a good way to get full benefit from this talent.

Water Shield : Shamans got a quality of life upgrade in regards of the new Water shield which now has a 60min duration and no longer sports charges. Its mechanics however remain the same, meaning that every direct melee or spell attack will activate it granting you an on hit mana bonus on top of the passive mana bonus the shield constantly provides. It is imperative that you maintain a 100% uptime for water shield. The Glyph of Water Shield will trade off 15% of its passive regen for 50% increase on the on hit component. Check Glyph section and Mechanics for more information on its utility.

Earth Shield: Earth shield is a core mechanic of shaman tank healing. It is a direct buff that can be placed on one target at a time, and comes with 9 charges. Every time that target is hit by a direct damaging effect, earth shield will expend a charge and heal the target for a small amount, helping to alleviate the pressure on tanks. An additional and important effect, having earth shield on the target will buff the shaman's direct heals on that target by 20%. It is strongly recommended to keep uptime of this buff on the tank as close to 100% as possible.

Purify Spirit:This spell removes all curse and magic effects from the target but has a new cooldown of 8 seconds. Worth noting, this cooldown will not trigger unless an effect is actually dispelled. Additionally, the talent which reduced the cost of our dispell has gone pining for the fjords with the talent revamp. With the glyph of cleansing waters, you also heal your target for 4% of your maximum health.

[top] Procs


Ancestral Awakening: Ancestral awakening is an instant heal that will proc from our passive Ancestral Awakening ability. Each time you crit with Healing Wave, Healing Surge, Greater Healing Wave, Ripitide, or Unleash Life, you instantly heal the raid member with the lowest percentage of health within 40 yards for 30% of the amount healed, calculated after the crit and mastery, including any overhealing.

Ancestral Vigor: Often underestimated, this proc comes from any healing spell you cast, direct, HoT or AoE. Heals you cast increase allies total health by 10% of the amount healed, up to a max of 10% of their health, effectively giving them a temporary hit point buffer. It has a 15 second duration that can be refreshed by almost all our healing spells.

Tidal Waves: Tidal waves is a proc effect triggered by casting Chain Heal and Riptide. While you have tidal waves up, Healing Surge gains 30% increased crit chance, increasing its mana efficiency through resurgence and its total healing potency. Healing Wave and Greater Healing Wave's cast times are reduced by 30%. This means that good management of tidal waves results in both increased hps, and increased mana efficiency. Being able to cast your slower mana efficient heal faster, for example, is a good way to stay mana efficient while still retaining fairly decent throughput.

Earthliving: The earthliving effect is a passive granted to us by the resto specific weapon enchant. It gives each heal a chance to trigger a hot with a 12 second duration, that will heal for a moderate amount. Single target heals on targets below 35% of maximum health will always trigger earthliving.
The chance of the earthliving effect proccing depends on the spell used. For all direct heals, including riptide, the chance for it to proc is 20%. However, for chain heal the chance to proc is 10% per jump and 50% per jump if the target is below 35% max health, and for healing rain, 6% per tick, and 30% per tick if below 35% max health.
Note : The MoP expansion greatly buffed Earthlivings proc chances. For more detailed information check the table below.

Spell
Cata
Proc Rate
Mop
Proc Rate
 
Above 35%
Below 35%
Above 35%
Below 35%
Riptide, HW,GHW,HS,UL
20%
100%
20%
100%
Chain heal
5%
21.25%
10%
50%
Helaing Rain Low Chance Low chance
6%
30%

[top] Cooldowns


Ascendance: On a 3 minute cooldown and a low duration of 15 seconds, our new level 87 ability works with every healing spell we have in our arsenal, making it a solid throughput ability. When triggered, it duplicates the healing done by the shaman, and spreads it evenly amongst raid members. The duplicated healing is spread outwards from the shaman, making the shaman's positioning fairly important, but testing has shown that its radius is quite big regardless. This ability synergizes well with our other cooldown dependent talents and abilities, but can result in a lot of overhealing. Ascendance will also buff any heals that were pre casted before hand such as Healing Rain and Riptide.
Ancestral guidance, while on a 2 minute cooldown, will benefit from Ascendance as will Conductivity. If using either of these talents in lieu of Healing Tide Totem, you should line up ancestral guidance and ascendance every second time guidance is up, and try to maximize healing rain uptime while Ascending. This will maximize healing vs mana spent.

Spirtwalkers Grace: A band aid to our main healing weakness, mobility, this cooldown allows us keep casting while moving. It is off the gcd, so it can be cast while casting other spells. It is on a 2 minute cooldown, with a base duration of 15 seconds, that can be glyphed to increase to 20 seconds.

Healing Stream Totem: Whether or not this is a cooldown in the traditional sense can be debated. I like to consider it a heavy hitting jumping smart hot. When dropped, it will automatically heal the lowest health raid member, and jump from target to target accordingly. Its cooldown is 30 seconds, and it lasts for 15 seconds. This spell is quite mana intensive to keep on cooldown, though you can trust it to not overheal. Plop this down in raid damage phases or parts of the fight where the tank is taking minor repeated damage. Its HPM is significantly higher than all our spells except Healing Rain (when above 5 targets) and Healing Tide Totem.
HST is affected by all temporary intellect or spellpower increases but only as long as the effect lasts. After their expiration it will not be affected anymore.

Spirit Link Totem: Back from Cata, Spirit Link Totem now has a 6 second duration instead of 8.4sec ( counting the old Totemic Focus Talent), is still on a 3 minute cooldown, has a 10 yards radius, and is functionally the same. It ties together everyone standing in its health pools, and evens them out every tick while also giving you a 10% damage taken reduction. This ensures minimal overhealing, can save tanks from spikes, and is great as a compliment to many of our talents and cooldowns, including Ascendance and Ancestral guidance.

Mana Tide Totem: Mana tide totem gives all raid members within 40 yards 200% spirit for 16 seconds. This is an integral part of shaman mana regen, and a hefty nice bonus for any other healer who is lucky enough to have one on the healing team. With MoP, and the advent of spirit mana regen detailed under stats in this thread, this is now the only remaining scaling mana regen ability in the game. Functionally, it will not duplicate any on use or on proc temporary spirit gains. The only exception to this rule are trinkets that function on the same premise as the Heart of Unliving trinket from dragon soul, where you gain a stacking spirit buff. Other trinkets functioning on the same premise include Jar of Ancient remedies from tier 11, and Darkmoon Card: Tsunami.

[top] Passive Abilities


Meditation: Meditation is a passive ability all healers get. It allows 50% of the mana regen from spirit to function while in combat.

Purification: Purification increases healing effectiveness by 25%, and the healing done by water totems by 50%. This is mostly in place as a mechanic to ensure elemental and enhancement shamans healing spells and totems are much weaker than restoration shaman versions.
It also gives us Ancestral Vigor, detailed elsewhere in this section.

Spiritual Insight: This passive, given to us upon choosing restoration specialization, increases our mana pool by 400% and increases our chance to hit with lightning bolt, lava burst, hex,flame shock and Elemental Blast by 15%. In reality, this is here to give us a separate mana pool from other shaman specializations, to help blizzard balance healing spell costs and limit the healing those specializations can do. The hit bonus is there to allow us to have 100% hit chance vs raid targets so that we can weave in some dps if we're in a low intensity healing phase without stacking hit, and so that we can reap the miniscule benefit from Glyph of Telluric Currents.

Resurgence: Resurgence used to be a talent in our restoration talent tree, but has now been reworked into one of our main mana conservation mechanics for mists of pandaria. The way this functions is, you gain a spell dependent amount of mana back, if that spell crits on its initial hit. The only active cast spells and abilities that do not proc resurgence is healing rain and healing totems. Further discussion of the usefulness of this ability will be put under the crit section of stats.


[top] Talents


Talent trees in Mists of Pandaria expansion have undergone radical changes. They now consist of 6 tiers, unlocking every 15 levels, each including 3 talents from which you can only pick one. These talents provide valuable choices for each spec,while in most cases the same talent will serve as much as a healing booster or a damage booster. What is important to note is that there are no longer builds that will serve as a clear choice. Your build will depend on the style of the fight and on the raid composition. That said, there are still some talents that are more useful than others.

Legend:
  • Recommended - This talent will be very useful to nearly all Restoration Shamans, but there are some edge cases in which it might be skipped.
  • Situational - This talent will be useful in some situations depending the style of the fight.
  • Skip - There are very few circumstances in which this talent is worth taking in a raid centric build. However never underestimate its potential in a specific raid boss fight.

Tier Talent Recommendation Comments
    
15Nature's Guardian
Skip
Compared to the other choices in this tier this talent pales in comparison. Although it comes with an actual health increase, its threat level reduction does not make it worth spending points on.
15 Stone Bulwark Totem
Recommended
An upgraded version of the old Stoneclaw totem that provides with a strong shield upon use while for the rest of the duration will add periodically a weaker shield. This talent will scale with spellpower making it more valuable as gear levels rise. Use mostly for fights with sustainable damage over time.
15 Astral Shift
Recommended
A mana free personal damage reducing cooldown Valuable for every situation. Use mostly when you expect incoming burst damage.
    
    
30 Frozen Power
Situational
A single target crowd control choice that might give some utility in a raid or a dungeon environment.
30 Earthgrab Totem
Situational
An AOE crowd control choice that might give some utility in a raid or dungeon environment.
30 Windwalk Totem
Situational
Probably the most valuable talent for this tier grants your raid a jail free card when it comes to moving impairing effects should they occur. Note that effects will wear off whenever anyone in the raid steps out of range.
    
    
45 Call of the Elements
Situational
Totems that will be reset include : Stone Bulwark Totem, Earthbind/Earthgrab Totem, Tremor Totem, Healing Stream Totem, Grounding Totem, and Windwalk Totem. While valuable mostly for pvp this talent could see some use in heavy utility fights.
45 Totemic Restoration
Situational
Mainly a pvp oriented talent, it could present with some usage in a raid environment where totems get destroyed or recalled using Totemic Recall.
45 Totemic Projection
Situational
Mainly a dps oriented talent, however there could be some usage as a tank cooldown when you are not stacking with the melee paired with Spirit Link Totem.
    
    
60 Elemental Mastery
Situational
A powerful cooldown ideal for fights characterized by heavy burst healing needs.
60 Ancestral Swiftness
Recommended
Highly recommended for 2 reasons. This talent gives us back an instant GHV or HR when needed with only 1min cd, while it passively increases our spell haste by 5%.
60 Echo of the Elements
Situational
Even though in pure throughput this talent proves slightly more powerful that the other two its a poor choice to spend a talent point on while its relying heavily in RNG, its own ICD and its tendency to overheal when not needed. Echo of the Element’s proc chance is 6%.
    
    
75 Healing Tide Totem
Recommended
The shaman version of druids Tranquility, a very potent healing raid cooldown to deal with heavy incoming raid wide damage.
75 Ancestral Guidance
Situational
This talent could be useful in very niche situations. Note that it does not longer combine with Ascendance and will no longer procc off Restorative Mists making it even less valuable compared to HTT.
75 Conductivity
Skip
This talent might be useful to a shaman who is mostly responsible for tank healing while keeping healing rain on the melee, and burst spot healing when the raid is stacked. However it is only a 20% healing boost to effective direct healing and as such won't be competitive vs healing tide totem. Note, its usefulness is impaired unless the tank is taking sustained heavy damage, switching to a rotation of chain heal, might provide the same throughput.
    
    
90 Unleashed Fury
Recommended
Unleashed fury will add to your next direct heal a 50% bonus upon your 30% bonus your unleash life brings. Note that unleash life is applied on the shaman whereas unleash fury on the target and that if used together and not separately the buffs are multiplicative. If used on cooldown and its healing doesn't result to overhealing this talent brings a slightly higher thoughput compared to Primal Elementalist in regards to direct heals.
90 Primal Elementalist
Recommended
Very useful talent for the potential it brings in using both its active and channeled abilities. Combine both depending on the fight and the elemental you have up for maximum throughput and/or utility. Best used when the majority of your spells is comprised by AoE heals.
90 Elemental Blast
Skip
Elemental Blast is unappealing choice for Resto since even casting it on CD its still a net loss on both healing throughput and efficiency. Its random buff nature and its long casting time contribute heavily in that.
   

[top] Glyphs


Glyphs in Mists of Pandaria have a completely different philosophy from other expansions and have undergone three major changes.
1. Prime glyphs have been removed. This was done in an effort to simplify things and incorporate the benefits of prime glyphs into abilities. Most of their bonuses have been added to the spells instead.
2. Whereas the old glyphs would give a certain class and spec a straight off bonus on your throughput, now most of the Major glyph's throughput comes with a price. It is important to note that not all Major glyphs guarantee to add a bonus to your spec.
3. Minor glyphs are intended to have cosmetic effects hence they don't provide any viable usage for raiding. Choose based on what flavor might fit your personal wishes.
Legend:
  • Recommended - This glyph will be very useful to nearly all Restoration Shamans, but there are some edge cases in which it might be skipped. Note : There are not supposed to be any glyphs that are required lest you cripple your effectiveness should you choose to take them. However recommended glyphs in most cases are proving more valuable than their situational counterparts.
  • Situational - This glyph will be useful in some situations, but there are generally better places to spend points.
  • Skip - There are very few circumstances in which this glyph is worth taking in a raid centric build.

Major Glyph Recommendation Comment
Glyph of Chaining
Situational
Somewhat useful in 5 man dungeons. Consider it for raids where your party is widely spread and there is no stacking point for melee. Mostly useful for 10man raids, close to useless for 25man raids.
Glyph of Healing Stream Totem
Recommended
Straight on throughput bonus based on smart damage reduction on the raid member that needs it the most.
Glyph of Healing Wave
Recommended
Very valuable early on, but diminishes on heroic encounters, where you will be casting fewer and fewer Healing Waves.
Glyph of Purge
Skip
Unless there is a boss fight that requires dispelling multiple magic effects from the boss do not opt for this.
Glyph of Riptide
Recommended
The tradeoff for this glyph is losing 90% of its initial heal. Its benefits include 100%uptime for Tidal Waves buff. Having no cooldown Riptide becomes an amazing tool for spread out situations enhances your mobility and guarantees that your Chain Heal spell will always be buffed..
Glyph of Spiritwalker's Grace
Situational
Considering one of the main weaknesses of shaman healing is mobility, spiritwalkers grace is a major band aid to this weakness. Any fight that has considerable movement, makes this glyph an attractive choice, especially fights that require heavy healing while moving (lei shi).
Glyph of Telluric Currents
Situational
Boasting at a 3955mp5(chaincasting at 3500haste rating), this glyph can be potentially useful for fights with long pauses. Note however that GC himself referred to this glyph as just a way for resto shamans not to be punished for helping out with DPS rather than it being a staple mana regen.
Glyph of Water Shield
Situational
Any fight where this reliably triggers ( calculated at 2.63 times per 1min to be superior than its unlglyphed version ) this glyph will land you with a huge mp5gain. In this tier there are only two occasions that this glyph is needed. (For a detailed table with recommendations refer to the Mana Sources - Water Shield section. )
Glyph of Cleansing Waters
Skip
For boss fights where your raid needs a lot of dispelling while incoming damage is high. Note that what was lost in the transition was the mana cost reduction which made Cleansing Waters such a valuable talent to take before MoP.With the added cooldown of 8sec on our dispels this glyph provides little to justify a major slot.
Glyph of Hex
Skip
Could be useful while gearing up in 5man dungeons, completely useless in raids.
Glyph of Totemic Recall
Recommended
Could be proven useful for neutralizing mana cost of Healing Stream Totem. Conditions include, whether you can afford to spend one GCD everytime you drop HST and impeccable timing so you won't miss out of HST healing throughput recalling it the very last second which is unrealistic. Given the fact that GCD rules apply to it you will also need to be sure you weren't casting any spell before using your recall.Remember you will recall all of your totems so use sparingly when you are utilizing Primal Elementalist talent.

[top] Stats


I am not going to provide with a stat ratings table as their values are completely arbitrary and you will be fooling yourselves if you are gearing up following any strict stat rating table provided anywhere. If you want to follow a simple formula and you feel you must then the following makes for a good reference:

Intellect [= Spellpower] > Spirit >Haste (Until 871 for the start of the tier, jump to 3764 for when the gear allows you too )> Mastery rating (~50%) > Crit

Further analysis is provided below , do read on.

[top] Intellect


Intellect is our primary stat. It increases spellpower at a 1:1 ratio.It converts weakly into crit and it is subsequent to the following calculation for lvl 90 : 2533.66Int = 1%crit
You should always strive to get as much as possible through gear, gems and enchants with very few exceptions. Gear is your primary source for intellect. Note that wearing all mail armor grants you with a 5% bonus Intellect so wearing anything but is not a viable option.

As of 5.0.1 intellect it is no longer part of the regen formula and will not boost the value of spirit.
Normalizing mana across the board at 300k at lvl 90 means that intellect doesn't provide with any active or passive boost on your mana regen thus making spirit more valuable.
Intellect will interact with our resurgence mildly due to its conversion to crit. Shamans therefore will also stand to gain a bit of mana back from our primary stat. Check Crit section for further information about Resurgence.

[top] Spirit


Spirit (aside from Water Shield procs and Resurgence ) is our main source of mana regeneration. With the fixed mana pools of MoP, stacking intellect has no effect on our mana regeneration, so spirit is what you will look towards increasing the amount of mana you are getting back. One of the interesting features of MoP will be to figure out what levels of spirit is right for you and your raid composition. Take note that depending on the strength of your dps, length of fights, and your own skill as a healer and specific raid encounter mechanics, you will need more or less of this stat. It is worth noting that every point of spirit is a point lost in a throughput stat buffing your spells, be it crit, mastery or haste. It is also possible to trade intellect for spirit, through gemming ,some enchants and through potions, flasks and buff food.
Spirit converts to MP5 as follows: 100 Spirit = 56.4384MP5 with 50% Meditation.

[top] Haste


There is a known bug affecting the behavior of HTT and HST regarding haste. It appears that HTT and HST will gain or lose a tick near their haste breakpoints due to latency issues and might randomly award another tick at arbitrary haste levels. The second part has led the resto community to believe that the haste breakpoints are wrong which is not the case. For all intent and purposes the Haste section and its theorycrafting will reflect the intended behavior of both of these abilities.

Personal observations (special thanks to Mimu for his valuable help) have proved the following. For more detailed information and the observed results refer to the discussion at #69. In short :

1. HST and HTT breakpoints are correct however if you have above 50 world latency chances are that you are going to lose a tick if you are very close to your haste breakpoint more often than not.
2. HTT breakpoints in practice will, to some extent, follow Healing Rains breakpoints. Note that both totems will not follow spell haste breakpoint calculation methods due to their fixed duration so there is no need for time adjustment in the formula (special thanks to Binkestein for his help on that). This means that even though HTT appears to almost coincide with HR breakpoints, by no means their formulas are the same.

[b]As a final note. With the latency issues all of HTT and HST breakpoints are fluid and very unreliable. Just because you hit a haste breakpoint you are not guaranteed an extra tick. It is not therefore recommended to aim for these soft haste caps. For more information on how to reforge do read on. For in-depth explanation refer to #71.


How to reforge Haste

Since HST and HTT extra ticks are for the most part dependent on your latency their first breakpoint of 3764(3306 for goblins) is greatly devalued. Aim for as low as 871 (441 for goblins) as you can. For this exact reason Ancestral Swiftness talent is also greatly devalued. Given the fact that Echo of the Elements doesn't synergize well with most spells Elemental Mastery talent becomes the strongest contender. As gear ilevels increase haste will become exponentially harder to control. Depending on your percentage of RT usage ,when 5676 (5199 for goblins) becomes easy to attain, you might want to reforge to it although it is not recommended since that one extra tick of the HoT portion will not make up for the loss of the throughput the other secondary stats would bring. At 7613 (7116 for goblins) HR gets an extra tick. In a situation where you're stuck at a high level of haste, it can be beneficial to go for that haste breakpoint, however, the throughput gained would generally not make up for the lost secondaries in other stats, specifically crit and mastery. Refer to Secondary Stats Priority and Reforging section of this guide for further information on Mastery vs Crit. As a rule of thumb, consider reforging to haste only when you are very close to the haste breakpoint and you cannot reforge out of it.




Haste is one of our secondary stats. To get 1% haste you need 425 haste rating. Haste provides with a lot of throughput that is attached to a sizable mana cost. It directly decreases our reaction time since it effectively lowers all our direct spells casting time , reduces global cooldowns and has the additional benefit of adding extra ticks at certain breakpoints to the hot portions of Riptide, Healing Rain,Healing Tide Totem and all Earthliving procs. These breakpoints are affected by the tier 60 Talent Ancestral Swiftness (+5%haste), being a goblin (+1%haste) and having the passive raid buff, for example Elemental Oath (+5%haste) brought by an Elemental Shaman, Balance druid or Shadow priest. Below are the first few breakpoints for each combination.

Spell # Ticks Percent Unbuffed AS (+5%) Raid(+10%)  
Goblin Unbuff
Goblin AS
Goblin Raid
Riptide +1
7
8.32%
3538
1345
0
 
3082
911
0
Healing Rain +1
6
9.98%
4242
2017
0
 
3780
1576
0
Earthliving Weapon +1
5
12.51%
5316
3039
871
 
4843
2588
441
Healing Tide Totem +1
7
20.01%
8506
6077
3764
 
8001
5596
3306
Healing Stream Totem +2
8
20.01%
8506
6077
3764
 
8001
5596
3306
Riptide +2
8
24.97%
10614
8085
5676
 
10089
7584
5199
Healing Rain +2
7
30%
12749
10118
7613
 
12202
9597
7116
Healing Stream Totem +3
9
33.29%
14148
11451
8882
 
13587
10917
8373
Earthliving Weapon +2
6
37.52%
15947
13163
10513
 
15368
12612
9988
Healing Tide Totem +2
8
40.01%
17003
14170
11471
 
16414
13609
10937
Riptide +3
9
41.68%
17713
14846
12115
 
17117
14278
11574
Healing Stream Totem +4
11
46.68%
19840
16872
14044
 
19223
16284
13484
Healing Rain +3
8
49.98%
21243
18207
15316
 
20611
17606
14744
Earthliving Weapon +3
7
62.47%
26550
23262
20130
 
25866
22611
19510

You can follow the following formula to find out what your new cast time will be : New Cast Time = [Base Cast Time / ((( 1 + (Haste Rating / 425 x 100 )) x 1.05)]

The values on the table above are derived from Binkenstein's, Healer Haste Breakpoint Cards.

Depending on how many passive haste buffs you have accumulated on you, for the beginning of this tier it seems that a haste cap of 871(441 for goblins) that gathers an additional tick for Riptide,Healing Rain and Earthliving weapon is the apparent best value for money choice. There are some stipulations surrounding this. First we need to consider that it is a very low number meaning we might not be able to reforge out of it enough to reach the haste cap. In this case we see unfortunately Ancestral Swiftness being devalued, since you will barely need that extra 5% haste. Therefore it would be possibly best to aim for the 2017 (1576 for goblins) soft cap and opt for Elemental Mastery if there is a burst need of healing needed or Echo of the Elements for passive bonus healing instead. Refer to the talent section for further analysis of that tier. However 25man shamans might miss the extra Earthliving tick by doing so. When the gear upgrades allow us to have enough mastery and crit (refer to the Secondary Stats Priority and Reforging section ) we can look up to the 3764 (3306 for goblins ) second haste cap that will boost both our throughput by rising HST and HTT count by one tick.

Judging from the haste table in order to make the jump from the first additional tick to the second (HST gains a 3rd), on all of the abilities above, the haste rating price is rather steep (more than 2000 rating). Considering the fact that Spirit, Crit and Mastery will better compliment our throughput and efficiency while starting out, it is apparent that any more haste would be worth very little.The value of haste is greatest when mana is not an issue and for the beginning of MoP we will need more regen, especially now that our mana is equalized across the board at 300k. It is important to note that Earthliving uptime has greatly increased in this expansion (for further details check the spells section above) making the extra tick even more valuable.


[top] Crit


Crit affects most heals you have in one or more ways, and comes with a substantial mana back component via Resurgence. It will proc Ancestral Awakening making its throughput 30% stronger. At lvl 90 we need 600 Crit rating for 1% crit and it will heal for 200% of the original spell.
For shamans Crit is considered a hybrid stat since it combines throughput with a mana back factor. Its realistic problem is that it is unreliable and due to its RNG nature completely out of your control. While with 20% Crit you can guarantee that 1 out of 5 spells will Crit you can never know which one and how much percentage of that healing will end up on your overhealing meters.

That said, regarding its throughput using average numbers Crit will be better than any other stat for targets above 46.7% regarding single target heals and for targets above 66.7% for AoE heals. (method at R41#4 with updated math for lvl 90)

Regarding its mana back component , its regeneration point by point is weaker than that of pure spirit given that 100 spirit gives us 55.68mp5. 100 Spirit is superior to 100 Crit rating for most of our spells although GHW and HW seem to come very close. All results on the following table are calculated using 0% haste.

Crit has gotten more value in MoP, due to the fact that the amount of mana back we gain from resurgence was buffed. I would recommend not to overlook this stat as its gains are far superior to what we were used to.

Spells 100 Crit Rating MP5
Riptide
29.5
GHW + Tidal Waves
42.1
HW + Tidal Waves
42.1
HS + Tidal Waves
29.5
Chain Heal
9.82
Healing Rain
0
Unleash Elements
29.5
Earth Shield
0
Healing Stream Totem
0
Healing Tide Totem
0
100 more crit rating would increase our crit percentage by 0.0016666, and therefore the average mana back from HW would increase by 0.0016666*8849 = 14.75mana per cast. If we were to continuously spam HW, with its reduced cast time of 1.75 seconds, this would amount to 14.75/1.75 * 5 = 42.1mp5. Given that 100 Spirit would have given us 56.43mp5, we find that Crit Rating will land us with slightly worse mana regen than Spirit would. Take a look how the rest of our spells compare at the table above.

[top] Mastery


Mastery is a throughput stat that grows stronger the lower the health of your healing targets is. It affects almost all heals but for more information on that refer to the Procs table. If your target is at 1 HP you will get the full benefit out of your mastery, and at 30% you will get 70% out of your mastery. Healing someone at 90% health will get you only 10% out of your mastery.

At lvl90 it works as following 600 Mastery = 1 point of Mastery = 3% of the effect of mastery (for detailed information refer to #10 , with my thanks to Bink )
% Healing Increase = (-1 x Max Deep Healing % x HP of target) + (Max Deep Healing %)

Our base Mastery percentage with 0 Mastery rating in our gear for MoP is 39%. The reason behind this is that every lvl90 Resto Shaman has a base mastery of 24% and for MoP we get another 15% ( 3000mastery rating through our passive Grace of Air raid buff) added to that, bringing us to a total of 39% of Mastery.
Health BreakpointComment
66.7% Crit with modifier 1 (multi target 5.04)
52.9% Haste
46.7% Crit with modifier 1.6 (single target 5.04)
How does this translate regarding spells?

When target is < 100% hp: Mastery is better than haste for HR, Riptide, UE
When target is < 66.7% hp: Mastery is better than crit for HR and CH
When target is < 46.7% hp: Mastery is better than crit for single target heals

Special note for when you have equipped the meta gems Revitalizing Primal Diamond and Burning Primal Diamond that give you 3% increased crit effect. Crits will heal for 268% , up from 260% for spells that are AA eligible and for 206% up from 200% for spells that are not. The breakpoints therefore will change like so as illustrated below :
Health BreakpointComment (with 3% increased crit effect)
64.7% Crit with modifier 1.06 (multi target 5.04)
52.9% Haste
44.0% Crit with modifier 1.68 (single target 5.04)

Note that these are purely based on throughput. The mana returns from crit and additional mana cost for haste is not included.

[top] Secondary Stats Priority and Reforging


Every stat has its strengths and weaknesses. In terms of raw throughput haste is superior to both mastery and crit on average. Mastery is the strongest stat by far when everyone is low, which is arguably the most useful stat for progression. Haste burns your mana faster, crit returns mana, mastery is neutral. However there is always a delicate balance between them and as always at certain breakpoints one stat will be more preferable than the other.

Given the incredible amount of Mastery that we start with and the low first soft haste cap we encounter, navigation through different secondary stats will be easier. As always preference and different game styles will play a big role in what you choose however depending on your progression , the fight and your role in the raid, stat priority might change.

The table below illustrates how 100points of every stat will compare to each other regarding their relative increase in healing throughput. For the calculations mastery is set at 50%.
Value % Stat Rating Increased Healing Percentage
80% HP 100 Mastery
0.091%
50% HP 100 Mastery
0.2%
20% HP 100 Mastery
0.286%
13.35% Haste 100 Haste
0.207%
20% Crit 100 Crit
0.202%(Direct Heals)
20% Crit 100 Crit
0.139%(AoE Heals)

  • Be mindful of the amount of spirit you need to sustain you through the fights. There is no point in buffing up your healing throughput if you are to run out of mana. Most progression fights will assume a soft enrage based on healers mana and efficiency so get as much as you need without overdoing it. When you end up with more than 10%mana on any fight then you have too much spirit.
  • Along with getting at comfortable levels with your spirit note that you will need to reach a minimum amount of haste before you start reforging to either mastery or crit. 871 ( 416 for goblins) [ 3764 (3327 for goblins) when the gear allows you to) is enough for you to get to the first breakpoint for every HoT. Do not neglect this. (Note also that for 13.35% haste 0.207% increased healing would only be realistic if the entirety of our healing came from 100% direct heals. )
  • As soon as you are safe with your spirit and haste levels its time to look at your mastery. At lvl 90 we start with 39% fixed mastery so its easier than ever to bump that number at 45%-50%. Aim for those levels before you start reforging what is left to crit (although you will soon discover that you will reach them by default through gear upgrades and you will reach a point where you can't possibly reforge down from there).
  • After you have balanced your mastery feel free to invest in crit. The reason for this is that mastery loses its value after this point, and any further stat points would be arguably better spent in crit, due to resurgence and AA. Remember that crit is a strong opponent now in MoP, the fact that I have listed it last is not because it's devalued but because there are specific soft caps for haste and mastery.

While the above guidelines are generally designed for a balanced throughput and mana efficiency remember that you will be the one deciding on how to proceed. You should run some raids, check your performance using your logs and then revisit your spell composition. Be mindful of the health levels of your raid and act accordingly. If your raid is below ~40% for most of the fight you should invest points in mastery. If you find that your raid is topped very quickly after incoming damage, your mastery is better spent in crit. If you struggle with people dying before your heals land, maybe you need more haste even at the expense of not abiding with haste breakpoints. As a rule of thumb, never stop evaluating yourself , combat log is your best friend in game.

[top] Professions


Below you can find a table with all the updated professions and their bonuses for MoP. Note that some of the professions will give you noticeably a better bonus than others.
Type Benefit Comments (5.0.4 Patch)
Engineering Since patch 4.0.1, tinkers now stack with normal enchants. Synapse Springs tinker to gloves provides +1920Int for 10 seconds with a 60 second CD. This averages to a +320Int bonus if used on CD. Acceptable
Leatherworking +500Int to bracers in place of +180Int, giving a +320Int bonus. Acceptable
Jewelcrafting 2 Brilliant Serpent's Eye +320Int, in place of Brilliant Primordial Ruby +160Int provides with a +320Int bonus or 2 Sparkling Serpent's Eye +480Spirit in place of 2 Sparkling River's Heart +320Spirit will provide with a +320Spirit Bonus. Acceptable
Blacksmithing Extra sockets into wrists and gloves provides either 2 additional Brilliant Primordial Rubyfor +320Int bonus or 2 Sparkling River's Heart for a +640Spirit bonus. Recommended
Alchemy Mixology, combined with Flask of the Warm Sun provides a +320Int or +480Spirit bonus. bonus. Acceptable
Enchanting +160Int to each ring provides a +320Int bonus. Acceptable
Inscription +520Int/100crit haste shoulder enchant is a +320Int bonus over the regular enchant. Acceptable
Tailoring Lightweave Embroidery gives 2000 Int for 15 seconds on a 64 second ICD. This averages to 468Int, which replaces the normal +180Int enchant, providing only a +288Int bonus. / Darkglow Embroidery gives + 3000 Spirit for 15sec on a 50sec ICD. This averages to +900Spirit making it an incredible choice for mana regen (Many thanks to Vixsin for discovering it and Beruthiel for identifying it ). Recommended
Herbalism Lifeblood is now a cooldown providing a small heal and 2880 haste for 20 seconds on a 2 minute CD. This averages to an +480haste bonus. Not recommended for raiding
Skinning + 480Crit Not recommended for raiding
Mining + 480Stamina Not recommended for raiding

[top] Items


[top] Enchants


Below is a table for MoP enchants appropriate for Resto Shamans. It is by no means a BiS list, refer to the Stats - Secondary Stats Priority and Reforging for detailed information about how to best enchant your gear.

Slot Enchant Comments
Head - There is no head enchant available in MoP
Shoulders + 200 Int, 100 Crit / +520 Int, 100 Crit Greater Crane Wing Inscription / Secret Crane Wing Inscription (600skill in Incription)
Back + 180 Int Enchant Cloak - Superior Intellect
Chest + 80 Stats/ +200 Spirit Enchant Chest - Glorious Stats / Mighty Spirit
Bracers + 180 Int / + 500 Int Enchant Bracer - Super Intellect / Fur Lining - Intellect (400skill in LW)
Hands + 170 Haste / + 170Mastery Enchant Gloves - Greater Haste / Superior Mastery
Legs + 285 Int , + 165 Spirit Greater Pearlescent Spellthread
Feet + 140 Mast, Minor mov increase/ +175 Haste Enchant Boots - Pandaren's Step / Greater Haste
Rings + 160 Int Enchant Ring - Greater Intellect (550skill in Enchanting)
Main Hand + 1650 Int Proc, + 750Sp when total mana< 25% Enchant Weapon - Jade Spirit
Off-hand + 165 Int Enchant Off-hand - Major Intellect

[top] Gems


[top] Colored Gems


Gems in Mists of Pandaria got a facelift of great proportions regarding secondary stats. Every secondary stat now carries double the value in numbers of a primary. This will make the act of gemming a little more complex as you try to balance your stats. As a rule of thumb always use the same rules that you would for reforging. Refer to the Secondary Stats Priority and Reforging section for more information. As a final note be mindful of the socket bonuses, they will now play a significant role in how you choose to gem. Generally the rule of 2 for 1 can apply here. Always gem for Intellect unless there is a double gain for any other stat. For example if you can gain 320 Spirit over 160 Intellect consider doing so.

Color   Gems Bonus Comment
Red   Brilliant Primordial Ruby +160 Int Essential for throughput.
Blue   Sparkling River's Heart+320 Spirit Extremely valuable up until you feel comfortable with your spirit levels.
Purple   Purified Imperial Amethyst+80 Int,+160 Spirit Recommended for Blue sockets with valuable socket bonuses that makes up for the loss of 160 spirit or for Red if the bonus makes up for 80Int.
Orange   Artful Vermilion Onyx / Potent Vermilion Onyx / Reckless Vermilion Onyx +80 Int,+160 Mastery / +80 Int,+160 Crit /+80 Int,+160 Haste Recommended for Yellow or Red sockets when the socket bonus makes up for the 80 int loss. Use depending on your haste/mastery thresholds.

[top] Meta Gems


Meta gems have also received a quality of life upgrade. You no longer need to meet any requirements to activate them.That makes choosing between colored gems somewhat easier since now you only need to focus on the stats you really need rather than the color that would otherwise activate your meta.

Meta Bonus Comment Throughput Estimate* Regen Estimate*
Revitalizing Primal Diamond+432 Spirit ,3% Crit EffectValuable choice early on in the expansion when our spirit needs are higher  
Ember Primal Diamond+216 Int ,2% Maximum ManaNot as valuable for a shaman healer since the minor mana pool upgrade is less beneficial than crit.  
Burning Primal Diamond+216 Int ,3% Crit Effect Best choice for later in the expansion or when spirit levels from obtaining high end raiding gear allows you to opt for better healing throughput
Added in 5.2 : A special mention on the new legendary meta gem added in the legendary line. Courageous Primal Diamond will be the meta to choose out of the 4 choices for healing. As of now we do not know if this is going to replace our meta gem in our head gear or its ICD.

ToDo : Calculate rough estimates for Throughput and Regen.


[top] Consumables


While the table below lists all high end consumables that are available for healers for MoP, the more we progress into the tier using Intellect flasks, food and pots is advisable. This falls into the category of preferring 2 to 1 on stats. Any kind of consumable at this point gives us the same amounts of Intellect and Spirit. It is advisable to choose Intellect consumables and opt for gemming into spirit when you can instead, using the gemming guidelines above.

Type Name Stats Comment
Flask Flask of the Warm Sun / Flask of Falling Leaves + 1000 Int / +1000Spirit over 60min Best for Throughput / Best for Regen
Food Mogu Fish Stew /Steamed Crab Surprise + 300 Int / + 300 Spirit over 60min Best for Throughput / Best for Regen
Potion Potion of the Jade Serpent / Potion of Focus / Master Mana Potion + 4000 Int over 25sec / + 45000 Mana over 10sec / 30000 mana Instant Use when in need of burst healing / Use when in need of extra mana

[top] Trinkets


On the table below you will find all relevant trinkets for the resto spec. Note that normal dungeon ilvl trinkets will not be included for obvious reasons. All major trinkets that are present will be represented by their highest version on the far left column. The Static/Average INT column will display the passive Int value each trinket has, or its average on use or on proc value which is derived by the following formula : AverageINT= [Proc *Duration]ICD

Added in 5.1 : Like the rest of our gear,trinkets can be upgraded with valor points (heroic dungeon quality items can be upgraded with justice points). These changes are added in the table below in purple ( in blue for heroic dungeon items) and only the highest item level version of each trinket is featured. The difference of scaling in trinkets is negligible with trinkets scaling almost linearly. For example : [Spirits of the Sun] scaled for 7.77%,[Qin-xi's Polarizing Seal] for 7.72% and [Relic of Chi Ji] for 7.78%. For this reason all conclusions remain the same if we compare fully upgraded items.

Added in 5.2 : Or more accurately removed from 5.1. The upgrade NPC will not be available for upgrades in this patch. If you have trinkets that are already upgraded follow the list below. For 5.2 there is a new mechanic added in the form of Thunderforged Items. This means there will be 5 variations of the same item ( all loot is included except tier pieces). The ilvl difference from a normal or heroic piece to its Thunderforged equivalent is +6 ( LFR items will not have access to this ingame upgrade system). The table below will reflect these upgrades in the same way as it reflected the VP upgrades. For the sake of comparisons I will always compare the highest version of each trinket which will be the fully upgraded one.

RealPPM in 5.2 : All trinkets added in 5.2 (with the exception of the VP trinket Soothing Talisman of the Shado-Pan Assault) will have their proc rate controlled by the new RealPPM system. For more info on RPPM you can read up in this announcement. Any direct heal or existing HoT will have a chance to trigger the proc. The formula for figuring out the proc chance is the following :
Proc chance = PPM x ( 1+ H) x T/60
(Where PPM is the buff’s build in constant, H is our current haste rating and T is the time since the last attack that gave a chance to proc or duration of the buff). An excellent analysis by Hamlet explains how RealPPM works in depth for those that are interested in more information.

What is most important to notice is how our haste rating affects the proc frequency of the new 5.2 trinkets. The more haste we have the more frequently the trinkets special on equip will proc or will be available for use. For the table below I will use 20.01% haste which is equivalent to 3764 soft haste breakpoint. For more tables concerning how haste affects the procs and further analysis on the new trinkets you can read up on my 5.2 Healing Trinket Compendium. Also I am attaching a spreadsheet that can be found in an XLS form at #110. Changing Haste and Spellpower values will automatically change times and healing for procs.



Trinket
iLvL
Boosts MTT
MP5
Static/Average Spirit
Static/Average Int
Comment
[Stolen Relic of Zuldazar]
502/522/528/535/541
Yes
688/828/876/935/?(810/975/1032/1102/?)*
1218/1467/1552/1657/?
-
Added in 5.2. This trinket has an on use CD of 20sec that prohibits you from unleashing it at 1 stack (One stack per approximately 16sec at 20.01% haste) . The least amount of stacks that can be released is from 2 and beyond for a 21086 /31629 / 42172 / 52715 / 63258 shield. Its RPPM is set on 3.The average amount of time needed for accumulating 6 charges is 100sec at 20.01% haste.
[Inscribed Bag of Hydra-Spawn]
502/522/528/535/541
Yes
688/828/876/935/?(810/975/1032/1102/?)*
1218/1467/1552/1657/?
-
Added in 5.2. Its difference from the trinket above is that the shield proc is random and it occurs roughly every 44sec at 20.01% haste. In direct comparison to its contender we can see that its theoretical ICD is shorter ( for a shield of 31629K the difference is 6seconds making the Inscribed Bag of Hydra-Spawn roughly 11.50% faster on its application) however its random proc nature makes it less attractive. Its RPPM is set on 1.13 with 17sec prohibitive CD.
[Lightning-Imbued Chalice]
502/522/528/535/541
No
-
-
1218/1467/1552/1657/?
Added in 5.2.This trinkets proc is again based on accumulating a stacking buff of 6charges which this time will be instantly released onto a target healing them for a certain amount (for more info check #110). Its theoretical release time is around 50seconds at 20.01% haste. Again this is another trinket with an non controllable proc which is however quite strong and will get stronger as your item level rises. Its RPPM is set on 6, no ICD.
[Horridon's Last Gasp]
502/522/528/535/541
No
688/828/?/935/?
-
1218/1467/1552/1657/?
Added in 5.2.Horridon’s Last Gasp is a direct upgrade of the VP purchasable trinket. It’s worth to be noted that while at comparable ilvls of 522 with the same intellect Horridon’s Last Gasp has a theoretical ICD of around 50seconds at 20.01% haste while the Soothing Talisman of the Shado-Pan Assault has an 180sec CD. Its RPPM is set on 1.
[Soothing Talisman of the Shado-Pan Assault]
522
No
828
-
1467
Added in 5.2. Can be obtained by the new faction Shado-Pan Assault upon reaching Friendly. Its intellect beats marginally the fully upgraded [Spirits of the Sun] HC version but not [Qin-xi's Polarizing Seal] normal one. It's an amazing upgrade for fully upgraded [Relic of Chi Ji].
[Spirits of the Sun]
483/496/509/517
No
658/743/838/903
1166/1316/1485/1600
1021/1152/1300/1401
The highest ilvl trinket any healer can get in this patch. In its heroic version it provides with the best passive healing throughput and the best mana regen. It works on 15% proc chance with 105sec ICD.
[Heartwarmer Medallion]
496
No
542
960
1152
Added in 5.1. Can be obtained from the new fanction Operation: Shieldwall for Alliance and Dominance Offensive for Horde. It is a direct upgrade from [Jade Courtesan Figurine] with similar stats and procs.While its overall stats are almost identical with the LFR version of [Qin-xi's Polarizing Seal], its passive intellect will make it a better choice for throughput.
[Qin-xi's Polarizing Seal]
476/489/502/510
Yes
540/609/687/741 (636/717/809/873)*
956/1079/1218/1313
1274/1438/1624/1749
Even though this trinket seems to have the highest average intellect, its random proc nature is unfavorable to healers making it a rather unfortunate choice regarding healing throughput. It rivals Spirits of the Sun mana regen falling just a few points behind if we factor in MTT gains since it's the only trinket that synergizes with the former giving an additional average of 95.90/108.24/122.18/131.72mp5 accordingly. It works on 15% proc chance with 45sec ICD.
[Jade Courtesan Figurine]
489/497
No
398/547
705/969
1079/1163
This trinket drops from trash mobs in MV raid. Its stats are exactly the same as [Scroll of Revered Ancestors].Both of these trinkets offer less MP5 than HC dungeon trinkets and similar Int. Not worth holding into if you have [Empty Fruit Barrel].
[Scroll of Revered Ancestors]
489/497
No
398/547
705/969
1079/1163
The only trinket that can be acquired with valor points. It provides marginally better throughput than its contenders described below while it possesses the worst regen out of epic quality trinkets in game. Definitely not worth spending Valor Points on.
[Relic of Chi Ji]
476/484
No
759/818
1345/1450
1157/1247
The all new Darkmoon Card craftable trinket is proving to be one of the strongest contenders in this patch. Don't let its low ilvl fool you, its healing throughput is quite sufficient while it boasts the best regen in the game,surpassed only by the heroic versions of the highest ilvl trinkets. It works on 15% proc chance with 45sec ICD.
[Thousand-Year Pickled Egg]
470
No
-
-
904
This trinket drops from Coren Direbrew only during the Brewfest festival.It procs 5082 haste on 15% chance. (Need confirmation on its ICD). It feels more like a dps trinket rather than a healing one. Its intellect levels are almost on par with the 463 Heroic Dungeons trinkets and its on proc haste makes it very questionable candidate for any healing class.
[Empty Fruit Barrel]
463/471
Yes
478/515 (563/607)*
847/913
1129/1216
The only 463 trinket that works with Mana Tide Totem effectively adding 84.97/91.59mp5 if used on CD. With its chance to proc a hefty amount of intellect on a proc rate of 15% with a 30 sec ICD it makes for the best candidate for a Resto Shaman out of all it's contenders on the same ilvl.
[Price of Progress]
463/471
No
565/609
-/-
847/913
This trinkets mana regen will follow the formula MP5 = [5082/ICD]*5. As discussed in #14 its ICD has been adjusted up to 45sec. It's still a very strong trinket for its ilvl however not as strong as to hold on to when you get a chance to replace it with [Relic of Chi Ji] or LFR version and above of [Qin-xi's Polarizing Seal] and [Spirits of the Sun].
[Vial of Ichorous Blood]
463/471
No
399/440
707/762
847/913
Good starter trinket, you will outgrow it very soon however since it has the worst throughput and the worst regen in game.
[Zen Alchemist Stone]
450
No
-
-
1140
The lowest item level trinket in this list ,it is only included due to its unique nature. It only offers spirit by reforging 300 of its mastery away but its on equip ability increases it's mp5. It will be the first trinket you will outgrow.

* Adjusted value of MP5 for use of MTT on CD.

Note : Only [Qin-xi's Polarizing Seal] and [Empty Fruit Barrel] will synergize with MTT in 5.1 ,the rest of the trinkets will not as proven in the discussion #96 (with my thanks to ZloyMH ).


[top] Set Bonuses

TierBonusComments
T14 Restoration 2P Bonus Reduces the mana cost of your Greater Healing Wave spell by 10% With Healing Surge dominating Greater Healing Wave HPS and HPM at low level crit percentages (for more info refer to #15, this bonus seems rather underwhelming in low ilvls. However in the middle or end of the tier it will prove useful with a rotation of TW-GHW-GHW or TW-GHW-GHW-GHW.
T14 Restoration 4P Bonus Your Tidal Waves ability grants an additional 5% cast time reduction to Healing Wave and Greater Healing Wave, and an additional 5% critical chance to Healing Surge. This set bonus is very straightforward.GHW and HW and HS HPS rise by some percentage and HS remains the winner by far. GHW and HW HPM remain the same while HS HPM rises however does not gain enough momentum as to overthrow GHW HPM.
Shaman T15 Restoration 2P Bonus Your Healing Stream Totem now heals an additional target for 50% 25% of its normal amount.This is a straight up bonus on our HST throughput and a very strong one given the fact that HST provides with the least overhealing of all our spells due to its smart healing. Keep in mind that with this pc bonus there is no excuse not to drop HST on CD.
Shaman T15 Restoration 4P Bonus Your Ancestral Awakening now has a 50% chance to trigger on non-critical heals.This bonus is great in paper but it does devalue slightly our crit and it raises a question of how much of its healing will lead to overheal rather than boost our throughput. Either way it's another passive buff to pur healing like our 2pc bonus above.

[top] Mechanics


[top] Lost Synergy / Procs Table


Not all spells and abilities are synergizing with each other. In the table below you will find what affects what in regards of spells and which abilities stack with each other.

Spells/Can proc/be affected by
Ancestral Vigor
Earthliving HoT
Ascendance
Fire/Earth Elemental
Unleash Life
Unleash Fury
Earth Shielded
Mastery
Haste
Critical
Resurgence
Ancestral Awakening
Echo of the Elements
Healing Wave
â—
â—
â—
â—
â—
â—
â—
â—
â—
â—
â—
â—
â—
Healing Surge
â—
â—
â—
â—
â—
â—
â—
â—
â—
â—
â—
â—
â—
Greater Healing Wave
â—
â—
â—
â—
â—
â—
â—
â—
â—
â—
â—
â—
â—
Chain Heal
â—
â—
â—
â—
â—
-
â—
â—
â—
â—
â—
-
â—4
Unleash Life
â—
â—
â—
â—
-
-
â—
â—
-
â—
â—
â—
â—6
Healing Rain
â—
â—
â—
â—
â—
-
-
â—
â—1
â—
-
-
-
Riptide Initial Heal
â—
â—
â—
â—
â—
-
â—2
â—
â—1
â—
â—
â—
â—
Riptide HoT
â—
-
â—
â—
â—
-
-
â—
â—1
â—
-
â—
â—
Earthliving HoT*
-
-
?
â—
-
-
-
â—
â—1
?
-
-
â—5
Earth Shield Heal
-
-
-
?
-
-
-
â—
-
â—
-
-
-
Healing Tide Totem
-
-
-
â—
-
-
-
â—3
â—
â—
-
-
-
Healing Stream Totem
-
-
-
â—
-
-
-
â—3
â—
â—
-
-
-

Notes :

1. Only at certain breakpoints. Refer to Haste section for further analysis.
2. Check occurs on Riptide cast.
3. Healing Stream totems and HTT's ticks dynamically adjust with the shamans mastery instead of snapshotting it.
4. When CHeal procs from Echo, the whole spell is duplicated. The CHeal Echo is a smart heal as it targets the lowest HP.( Echo of the Element’s proc chance is 6% )
5. EotElements will proc EL however, if EL HoT is already present on the target EotE will only refresh it. It does not stack with the existing one.
6. Using EL followed by GHW, Echo procs on the GHW do not benefit from the EL enhanced buff.
* The proc has no internal cool down and can potentially proc off every such heal, but Healing Rain and Chain Heal have a greatly reduced proc chance.

ToDo : Verify and determine question-marks.

[top] Mana Sources


As every other healer ,the shaman gets mana back primarily from Spirit. However we are unique in having various other methods of either passive or active regeneration which include getting mana back when our spells crit through Resurgence , our Water shield, our raid cooldown Mana Tide Totem and through the glyph of Telluric Currents.

[top] Resurgence


For a deeper comprehension of the behavior of our spells, we will use the table below as a reference whenever we need to compare our mana intake and mana output.
The table below includes mp5 costs of our various spells under zero Haste Rating. GHW ,HW and HS are always cast with Tidal Waves buff and the numbers shown in parenthesis are the averaged sum of the actual mana cost after subtracting resurgence effects on 20% crit.
Resurgence is in fact a mana conservation method rather than a mana mp5 increase but for this thread purposes we will refer to it as mana regen so we can easily compare it with everything else.

Spells
Cast time(0 Haste Rating)
MANA COST (20% crit)
MP5 MANA COST (Minus Resurgence)
RESURGENCE mana gains
RESURGENCE mana gains on 20%crit
Riptide
1.5
9600 (8538)
32000 (28460)
5309 (55%)
1062
Riptide HoT
-
-
-
-
-
GHW + Tidal Waves
1.75
16140 (14370)
46114 (41057)
8849 (54.82%)
1770
HW + Tidal Waves
1.75
5940 (4170)
16971 (11914)
8849 (54.82%)
1770
HS + Tidal Waves
1.5
20580 (17925)
68600 (59750)
5309 (25.79%)
2655
Chain Heal
2.5
13500 (11143)
27000 (22286)
2946 (21%)
2357 ( 4Hits)
Healing Rain Tick
2
25860
64650
-
-
Unleash Elements
1.5
4920 (3858)
16400 (12860)
5309 (107.90%)
1062
Earthliving Tick
-
-
-
-
-
Healing Stream Totem
1.5
14100
47000
-
-
Healing Tide Totem
1.5
4800
16000
-
-
How would haste affect the numbers above?

In general, we need to multiply by [1+HastePercentage] to find the actual costs given your haste percentage.At a haste rate of say 20%, these numbers need to be increased by 20%. As a conclusion haste will of course increase our healing throughput but will also decrease our time to run out of mana.
It is important to note that resurgence scales well with every other stat save spirit, and will likely be considerable source of mana back as we gain more intellect, crit and haste.

[top] Water Shield


Water Shield gives you a passive 2138 Mp5, but every time a hit will trigger it you will also gain 2928 mana. If triggered every time on ICD, it would give you an average of 4880 mp5. This is unrealistically high, however. Water shield comes with a glyph that reduces its passive mana regen by 15% reducing it to 1817 mp5. On the same note it will increase its on hit regen by 50% making it 4392 per hit amounting to 7320 mp5.
In any fight where water shield reliably triggers more than 2.63 times every 1 minute, this glyph will give you a significant boost in mana regen.

After extensive testing (findings can be found in the discussion at #85), it is proven that the Glyph of Water Shield is almost obsolete, as in most of the fights it will act as a disadvantage draining you of the mana the non glyphed version would have landed you with. Even for the few cases where the glyphed version seems superior, the other options for glyphs that we can choose from (Glyph of Totemic recall being the most prominent ) surpass its MP5 gain with ease.

For those that are still wondering which bosses can benefit from the glyph below you will find a detailed table with recommendations regarding the application of Water Shield glyph. Take these with a grain of salt and always check your own Water Shield relative mana gains from your combat log or alternatively from uploading your own parses in WoL.

Legend :
  • (-) : Not recommended setup.
  • (â—) : Recommended setup.
  • (-/â—) : Both will provide marginally the same mana.

Raid
Encounter
Unglyphed WS Glyphed WS
MV
The Stone Guard
-
â—
MV
Feng the Accursed
-/ â—
-/â—
MV
Gara'jal the Spiritbinder
â—
-
MV
The Spirit Kings
-/ â—
-/â—
MV
Elegon
-/ â—
-/â—
MV
Will of the Emperor
â—
-
    
HoF
Imperial Vizier Zor'lok
â—
-
HoF
Blade Lord Ta'yak
â—
-
HoF
Garalon
â—
-
HoF
Wind Lord Mel'jarak
â—
-
HoF
Amber-Shaper Un'sok
-
â—
HoF
Grand Empress Shek'zeer
-
â—
    
ToES
Protectors of the Endless
-/â—
-/â—
ToES
Tsulong
â—
-
ToES
Lei Shi
â—
-
ToES
Sha of Fear
â—
-

Added for 5.2 : The benefits of Glyph of Water shield for the Throne of Thunder raid instance are presented below. It is worth noting that in the encounter Jin'okh, whether using the glyph or not makes no difference while there are only 2 bosses in the whole tier where Glyph of Water Shield is beneficial at all and those are Council of Elders and Durumu the Forgotten. Using the glyph however is not advisable since the benefit is around 20k mana maximum each for the whole duration of both of the encounters.

Raid
Encounter
Unglyphed WS Glyphed WS
ToT
Jin'rokh the Breaker
-/â—
-/â—
ToT
Horridon
â—
-
ToT
Council of Elders
-
â—
ToT
Tortos
â—
-
ToT
Megaera
â—
-
ToT
Ji-Kun
â—
-
ToT
Durumu the Forgotten
-
â—
ToT
Primordius
â—
-
ToT
Dark Animus
â—
-
ToT
Iron Qon
â—
-
ToT
Twin Consorts
â—
-
ToT
Lei Shen
â—
-
ToT
Ra Den
?
?

[top] Mana Tide Totem


Mana Tide totem will increase our spirit and everyone else's spirit within 40yards by 200% of our spirit at the point of use. This will result to an average increase of 17.78% of our spirit. For every 100 Spirit we get an extra 56.43 mp5. For example if we have 10000 spirit we will land with an extra 1778spirit on average and an extra ~1003mp5.
Note that for every 100 spirit while mana tide totem is active our mana regen from spirit rises which slightly devalues crits mp5 benefit via resurgence.

[top] Telluric Currents


This glyph as of MoP requires special consideration since now it will return 2% of our maximum mana (2% *300k =6000mana) without being affected by any of our primary or secondary stats. With LB cost at 4260mana, we receive back 1740mana per cast. Assuming a haste rating of 3500, if we chain cast LB we will end up with a 3955mp5 regen.
This is another unrealistic number and unlike water shield it's not attainable in any way.

[top] Other sources


Our other mana sources include: 50% of our spirit in combat through Meditation, flask, food buff, pots and enchants.

[top] Changelog


[top] Known Shaman Bugs and Oddities

  • As of beta build #16016 HST is not affected by haste or crit. GC in the official balance thread has noted that both HST and HTT will be affected by Haste,Crit and Mastery. Following this statement this guide reflects these changes even though they don't appear in this build.
  • As of Version 5.05/ Build 16135, there is a known bug involving haste breakpoints concerning HTT and HST. It seems that HTT and HST will gain random ticks at random haste breakpoints and generally will not follow normal haste breakpoint calculations. For the detailed discussion about this matter you may refer to #46 up until #57.

[top] Fixed Shaman Issues


Placeholder for Future fixed shaman issues.

[top] Changes


Patch 5.1
  • Heroism now increases spell haste, rather than spell casting speed.
  • Ancestral Swiftness now has a 1.5 min cooldown, up from 1 min.
  • Shaman T14 Restoration 4P Bonus changed to :Your Tidal Waves ability grants an additional 5% cast time reduction to Healing Wave and Greater Healing Wave, and an additional 5% critical chance to Healing Surge.

Patch 5.2
  • Elemental Mastery now has a 90sec cooldown, down from 2 min.
  • The talent Totemic Restoration now has an additional effect. Any totems that have been destroyed or replaced behave as if the totem had been active for at least 1 second.
  • Stone Bulwark Totem now absorbs 25% more damage.
  • When summoned, the Stone Bulwark Totem has health equal to 10% of the casting Shaman's health.
  • The talent Nature's Guardian now preserves the player's health percentage when its maximum health boosting effect expires.
  • Primal Elementalist now makes your elementals 80% more powerful than regular elementals, up from 50%.
  • Conductivity no longer requires that the target be within the area of effect of Healing Rain.
  • Healing Rain now costs 15% less mana.

Patch 5.3
  • Lightning Bolt can now be cast while moving.
  • New Glyph: Glyph of Lightning Shield causes Lightning Shield to reduce the amount of damage taken by 10% for 6 seconds after Lightning Shield is triggered.
  • Glyph of Unleashed Lightning has been removed and replaced with Glyph of Lightning Shield.
  • Chain Heal will also jump through fully healed players.


[top] Hotfixes


[top] Sources


Like previous guides this collection of information is not all written by me. Contributors include previous threads here in Elitist Jerks as well as external sources. Like Aanzeijar I will try to keep a reference after every bit of contributed wisdom. These references will follow the rule of : Thread Shortcut # post-number.

Shortcuts will include the following :

ShortcutThread
None This guide.
R41 [Resto] Raiding 4.1 -updating for 4.3

As a final note, remember any good guide is a work in progress, you might find mistakes or slightly outdated information between patches, I might have been blatantly wrong or my math doesn't add up or simply I forgot to edit myself. In any of these cases if it is a theorycrafting error feel free to reply to the thread, if it is not please pm me to remind me.
I hope that this guide can serve as a focal point for restoration shaman theorycrafting and discussion. Any new conclusions and information will be added, and raise the bar for resto shamans in our community.


[top] Credits and Special Thanks


NameReason
Jessamy For trusting me with this thread and dedicating time providing me with pointers and proof reading this guide.
Aanzeijar For providing an amazing template to base the new thread on and for setting a great example of a good author.
Binkenstein For the work on the HOT haste calculations spreadsheet and for providing valuable and accurate information through his own forum at TotemSpot.
Adinne For letting me borrow some of her great ideas from her Healycrafting for MoP thread.
The Simcraft Team For their continuing hard work in creating such an excellent tool.
Muriac My partner in crime. For his continuous support, his contribution towards improving the information in this thread through intelligent discussion and dedicating countless hours in beta testing with me.

Last edited by Therya : Today at 4:22 AM.


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Old 08/27/12, 9:06 AM   #2
• Therya
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Draenei Shaman
 
Turalyon (EU)
Recent Changes

Changes that occur earlier than 1 month or so will be regularly purged.
  • 3 Oct 2012 : Changed values in trinkets under [Price of Progress] due to October's 2nd Hotfix.
  • 4 Oct 2012 : Changed the description of tier 14 2pc set bonus as per the discussion at #15.
  • 7 Oct 2012 : Added [Jade Courtesan Figurine] in trinkets section after Avsek's recent findings.
  • 4 Nov 2012 : In the Lost Synergy / Procs Table, Healing Rain now does not synergize with Echo of the Elements talent.
  • 21 Nov 2012 : Added a detailed description in the haste section on how to handle haste breakpoints with consideration to HST and HTT behavior.
  • 28 Nov 2012 : Added upgraded version of trinkets in Trinkets section according to valor point changes in 5.1
  • 30 Nov 2012 : Updated enchanting values in the Enchanting and Professions section.
  • 1 Dec 2012 : Changed our T14 Restoration 4P Bonus to reflect its new tooltip.
  • 7 Dec 2012 : Unleash Fury does not affect RT initial heal as proven in #93 I updated the Procs table to reflect this. Also I updated the trinkets section with new information on which ones will boost MTT based on #96.
  • 16 Jan 2013 : Ancestral Guidance no longer procs off Restorative Mists. I adapted the description on the talent table to reflect this hotfix.
  • 10 Feb 2013 : Added new trinkets in the trinket section for 5.2. Also added an explanation on Thunderforged items and their display on the board.
  • 11 Feb 2013 : Added description for the new legendary meta gem in the gems section. Also updated the Changes section with all 5.2 changes.
  • 08 Mar 2013 : Added a new table for mana gains through Water Shield glyph in 5.2
  • 06 April 2013 :Updated [Lightning-Imbued Chalice] RPPM and proc frequency in Trinkets.

Last edited by Therya : 04/06/13 at 12:38 PM.


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Old 08/27/12, 3:01 PM   #3
Kirion
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Tauren Shaman
 
Deathwing (EU)
Small note on Nature's Guardian talent. Unless something changed, it in fact heal you for 15% of health and increase max health. Second, Totemic restoration does reduce remaining cooldown if totems are removed via Totemic Recall.

42.

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Old 08/27/12, 11:06 PM   #4
Ronark
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Blood Elf Paladin
 
Hyjal
Should be noted in the Totemic Restoration talent of the synergy with Grounding Totem- If used 1-2 GCDs before a predictable spell that can be grounded, the eCD will be reduced by 14 seconds (25 sec, minus the 2 sec that it was out for, minus 12.5 sec for being destroyed before it expired naturally).

I'd flag that talent for situational use, moreso if taken with Primal Elementalist (doubtful that any mob/AoE will target this physical totem, however).

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Old 08/28/12, 1:17 PM   #5
• Therya
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Turalyon (EU)
I'd flag that talent for situational use, moreso if taken with Primal Elementalist (doubtful that any mob/AoE will target this physical totem, however).
Totemic Restoration brings about at best a 25% reduction to the total uptime of any of our totems throughout a fight. It can find its niche for fights where you expect your totems to be destroyed, or recall specific utility totems so that you can reduce their cooldown in order to benefit from their initial effects by trading off their total uptime (example using Spirit Link Totem in HC Madness for the impales that came earlier due to high dps). While it proves marginally useful for the above situations , when pairing it with HST / HTT/ MTT, you will notice at least a 25% loss of HPS and mp5 since the value of those totems is calculated by their total effective overall uptime. So while for utility totems this talent could find some use in acute situations,unless totems are destroyed, it will land you with a net loss of your healing when combined with your pure healing/mana throughput totems.

Last edited by Therya : 08/28/12 at 1:25 PM.


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Old 08/30/12, 11:06 AM   #6
Ronark
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Blood Elf Paladin
 
Hyjal
Correct. The only totem in which TR would provide any gains for HPS is through the TR and Primal Element combo where you can recall the Elemental totems for their bust healing potential (Unlikely that you would need continuos heavy healing for the full 1 minute duration, although it is plausible given the fight encounter).

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Old 08/31/12, 9:23 AM   #7
AudyWoW
Glass Joe
 
Troll Shaman
 
Thaurissan
Originally Posted by Therya View Post
...Chain Heal: Chain heal is a smart AoE heal that jumps to any character up to four times, as long as they are 8 yards or less apart and at less than 100% health...
Therya, In the section on AoE spells it mentions that the hop distance for Chain Heal is 8 yards in 5.0.4. A quick test appeared to indicate that it is, but wanted to confirm that it is not a typo and that my range addon wasn't bugging out since that would be a reduction from the pre-patch distance and I am not seeing that change specifically mentioned in anyones summary of 5.0.4 changes for Shaman.

Last edited by AudyWoW : 08/31/12 at 9:54 AM.

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Old 09/03/12, 2:49 PM   #8
tidus93
Glass Joe
 
Pandaren Shaman
 
Defias Brotherhood (EU)
About Water shield glyph, first you say that for it to be a mana per minute gain it has to at least proc 1.5 times per minute, but then a few paragraphs later you say that it has to proc 2.63 times per minute to be a reliable mana boost.

So my question is, which one is it?

Edit: It was fixed (2.63 time per minute it is)

Last edited by tidus93 : 09/13/12 at 5:11 AM.

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Old 09/09/12, 12:07 PM   #9
refjkeke
Glass Joe
 
Goblin Shaman
 
Đ¢ĐµÑ€Đ¼Đ¾ÑˆÑ‚ĐµĐ¿ÑĐµĐ»ÑŒ (EU)
1800 Mastery rating = 1 point of Mastery = 3% Max Deep Healing
I think it is not right


level 85
1% hast = 128 rating
1% crit = 179
3% deep healing (1mastery) = 179 mastery rating

level 90
1% hast = 423 rating
1% crit = 600 rating
3% deep healing (1mastery) = 600 mastery rating

Last edited by refjkeke : 09/09/12 at 2:34 PM.

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Old 09/09/12, 3:52 PM   #10
Binkenstein
mumbo-jumbo-theorycrafter
 
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Pandaren Shaman
 
Saurfang
Originally Posted by refjkeke View Post
I think it is not right


level 85
1% hast = 128 rating
1% crit = 179
3% deep healing (1mastery) = 179 mastery rating

level 90
1% hast = 423 rating
1% crit = 600 rating
3% deep healing (1mastery) = 600 mastery rating
Using the numbers from sc_scale_data.inc - simulationcraft - World of Warcraft DPS Simulator - Google Project Hosting which are pulled from game files. It would also have helped if you were a bit more specific than "I think it's not right".

Level 85
1% haste = 128.057159423828125
1% crit = 179.280044555664062
3% mastery = 179.280044555664062

Level 90
1% haste = 425.000000000000000
1% crit = 600.000000000000000
3% mastery = 600.000000000000000

About the only thing "wrong" was that mastery rating was tripled rather than divided by three. It works like this (at 90):

600 Mastery = 1 point of Mastery = 3% of the effect of mastery

Previously you'd see all three steps, but now it just goes straight from rating to the percentage on the character screen. The "point" system still applies however, so you have to refer to the second dummy aura on Deep Healing/100 to get your divisor.

www.totemspot.com The Shaman Community Site - My blog

Totemspot Guides includes Ele & Enh guides for Mists

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Old 09/17/12, 1:42 AM   #11
Athonis
Glass Joe
 
Draenei Shaman
 
Kel'Thuzad
Doesn't Water Shield only proc on direct damage (non-AoE attacks) now?

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Old 09/30/12, 7:56 AM   #12
• Therya
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Turalyon (EU)
Price of Progress

Testing for [Price of Progress] puts its ICD on 15sec. With a return of 5082 mana we are looking at a 1694 mp5. Proc results have varied between 16sec - 25sec.

13:46:43> Your Price of Progress energized You 5082 (Mana). 
13:47:04> Your Price of Progress energized You 5082 (Mana). 
13:47:29> Your Price of Progress energized You 5082 (Mana). 
13:47:45> Your Price of Progress energized You 5082 (Mana).  
13:48:01> Your Price of Progress energized You 5082 (Mana). 
13:48:17> Your Price of Progress energized You 5082 (Mana). 
13:48:35> Your Price of Progress energized You 5082 (Mana).
13:48:52> Your Price of Progress energized You 5082 (Mana).
At the moment the best healing trinket in game [Spirits of the Sun] in its best Heroic incarnation gives 826.82 mp5 which is actually less than half of what Price of Progress will land you with. 1694 mp5 translate roughly around 3042 spirit gain. It feels really strong for a 463ilvl trinket but so far it proves to be BiS alongside heroic version of [Spirits of the Sun].


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Old 10/01/12, 3:06 PM   #13
Judgejoebrwn
Glass Joe
 
Goblin Shaman
 
Cho'gall
From the set bonus section:

"With Healing Surge dominating Greater Healing Wave both in HPM and in HPS (In low level gear), this bonus seems rather underwhelming and misplaced. "

HS dominates GHW in both HPM and HPS? HPS sure, but HPM? I didn't see any math regarding this in this guide, so I was hoping to get some clarification. Is it simply due to the mana return from Resurgence? Or the combination with Ancestral Awakening?

Thanks.

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Old 10/03/12, 9:16 AM   #14
• Therya
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Turalyon (EU)
Originally Posted by Therya View Post
Testing for [Price of Progress] puts its ICD on 15sec. With a return of 5082 mana we are looking at a 1694 mp5. Proc results have varied between 16sec - 25sec.

13:46:43> Your Price of Progress energized You 5082 (Mana). 
13:47:04> Your Price of Progress energized You 5082 (Mana). 
13:47:29> Your Price of Progress energized You 5082 (Mana). 
13:47:45> Your Price of Progress energized You 5082 (Mana).  
13:48:01> Your Price of Progress energized You 5082 (Mana). 
13:48:17> Your Price of Progress energized You 5082 (Mana). 
13:48:35> Your Price of Progress energized You 5082 (Mana).
13:48:52> Your Price of Progress energized You 5082 (Mana).
At the moment the best healing trinket in game [Spirits of the Sun] in its best Heroic incarnation gives 826.82 mp5 which is actually less than half of what Price of Progress will land you with. 1694 mp5 translate roughly around 3042 spirit gain. It feels really strong for a 463ilvl trinket but so far it proves to be BiS alongside heroic version of [Spirits of the Sun].
In October 2 Patch 5.0.5 [Price of Progress]was hotfixed so its ICD was lowered significantly.

14:34:17> Your Price of Progress energized You 5082 (Mana). 
14:34:17> Your Price of Progress energized You 5082 (Mana). 
14:35:14> Your Price of Progress energized You 5082 (Mana). 
14:36:00> Your Price of Progress energized You 5082 (Mana). 
14:36:48> Your Price of Progress energized You 5082 (Mana). 
14:37:35> Your Price of Progress energized You 5082 (Mana). 
14:38:29> Your Price of Progress energized You 5082 (Mana).
14:39:52> Your Price of Progress energized You 5082 (Mana).
Testings put it now on a 45sec ICD up from 15sec which also changes its mana returns to 564.6 mp5 down from 1694 mp5. 564.6 mp5 translates roughly around 1014 spirit gain.
[Price of Progress] still has better mp5 than [Scroll of Revered Ancestors], [Empty Fruit Barrel] , [Vial of Ichorous Blood] and LFR version of Qin-xi's [Qin-xi's Polarizing Seal].


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Old 10/03/12, 10:06 AM   #15
• Therya
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Turalyon (EU)
Originally Posted by Judgejoebrwn View Post
From the set bonus section:

"With Healing Surge dominating Greater Healing Wave both in HPM and in HPS (In low level gear), this bonus seems rather underwhelming and misplaced. "

HS dominates GHW in both HPM and HPS? HPS sure, but HPM? I didn't see any math regarding this in this guide, so I was hoping to get some clarification. Is it simply due to the mana return from Resurgence? Or the combination with Ancestral Awakening?

Thanks.
The following table will help clear some things up, with updated numbers on GHW vs HS HPM and HPS. I used 3813 Haste Rating and tooltips numbers on Healing Done under gear of 462 ilvl. The following numbers are all calculated without adding mastery into the calcs. I am using 20% crit for calculation and comparing purposes.
Legend :

HPM = [Healing Done by Spell]/[Mana Cost]
HPS = [Healing Done by Spell]/[Cast Time]

Spell Buff Cast TimeMana Cost 0% CritMana Cost0% Crit + 2PC Bonus Mana Cost 10% Crit Mana Cost 10% Crit + 2PC Bonus Mana Cost20% CritMana Cost 20% Crit + 2PC BonusHealing Done no CritHealing Done 10% CritHealing Done 20% Crit
GHW No TW
2.18
16140
14526
15255
13730
14370
12933
51379
60011
68638
 
TW
1.53
16140
14526
15255
13730
14370
12933
51379
60011
68638
            
HS No TW
1.31
20580
20580
20049.1
20049.1
19518
19518
42356
49471.8
56588
 
TW
1.31
18987
18987
18456.4
18456.4
17925
17925
63703
70819.2
77935

Most of the numbers above derive from Resurgence Table

For those that are not included do read on.

HS Mana Cost on 30% Crit => 5309*30/100= 1592.7 => 20580-1593 = 18987
HS Mana Cost on 20% Crit => 5309*20/100= 1062 => 20580-1062 = 19518

For the calculations I am using either [Revitalizing Primal Diamond] or [Burning Primal Diamond] that changes the modifier from 260% for AA single target spells to 268%.

GHW Healing Done under AA 268% => 51379*268/100 = 113514
HS Haling done under AA 268% => 42356*268/100 = 137696

The numbers above show Healing Done for each spell when it crits. In the table under the crit affecting sections I used an average that derives from the formula below :

Healing Done@Crit Percentage = [2.68 + ( 1/CRITPC -1)]*[HEALING DONE]*CRITPC

For example , HS Healing Done at 30% Crit = [2.68 + ( 1/30% -1 )]*42356*30% = [2.68 + ( 3.333 -1 )]*42356*0.3 = 63703


Spell Buff HPM 0% CritHPM 0% Crit + 2PC BonusHPM 10% CritHPM 10% Crit + 2PC BonusHPM 20% CritHPM 20% Crit + 2PC BonusHPS 0% CritHPS 10% CritHPS 20% Crit
GHW No TW
3.183
3.537
3.934
4.371
4.776
5.307
23568
27528
31485
 
TW
3.183
3.537
3.934
4.371
4.776
5.307
33581
39223
44861
           
HS No TW
2.058
2.058
2.468
2.468
2.899
2.899
32333
37765
43197
 
TW
3.355
3.355
3.837
3.837
4.348
4.348
48628
54061
59492


The numbers that mostly interest us are HPM and HPS values under TW effects either with AA procs or not. We can see that without assuming any crit HS is towering over GHW in almost all circumstances with the exception of using GHW after acquiring our tier 14 2PC set. Our 2PC set results to great scaling of HPM of GHW over HS HPM at any crit levels. Without our 2PC set we need approximately more than 10% crit for GHW HPM to be better than HS HPM.
Crit is instrumental for evaluating the usage of these 2 spells.As our crit scales GHW HPM surpasses HS HPM (Especially under the effects of our tier 14 2PC bonus).GHW therefore is more efficient to cast under TW effect due to its higher HPM only when crit levels are high enough to justify it but HS wins the duel when you don't have mana issues due to its really high HPS.

Last edited by Therya : 10/28/12 at 4:58 AM. Reason: Changed the modifier for AA affected spells from 1.68 to 2.68, my thanks to EvoV for pointing it out.


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